My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Bad

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard Witch Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Wizard Witch Electro Giant Electro Wizard Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Giant Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeletons
Giant Snowball
Skeletons Witch
Zap
Skeletons Witch
Barbarian Barrel
Skeletons Wizard Witch Electro Wizard
The Log
Skeletons Witch
Earthquake
Skeletons Witch
Arrows
Skeletons Witch
Royal Delivery
Skeletons Wizard Witch Electro Wizard
Fireball
Wizard Witch Electro Wizard
Poison
Wizard Witch Electro Wizard
Lightning
Wizard Witch Electro Wizard
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Witch Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Giant Mega Knight

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Electro Giant Mega Knight

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Wizard Witch Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Skeletons Arrows Electro Wizard Wizard Witch Electro Giant Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

8 Mirror Skeletons Arrows Electro Wizard

Attack Synergies 2 4

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Skeletons
Arrows
Mirror Mega Knight
Wizard
Mega Knight
Mirror
Arrows Electro Giant
Witch
Mega Knight
Electro Giant
Mirror
Electro Wizard
Mega Knight
Mega Knight
Arrows Wizard Witch Electro Wizard

Defense Synergies 2 10

Skeletons
Wizard Witch Electro Wizard
Arrows
Mirror Mega Knight
Wizard
Skeletons Electro Wizard Mega Knight
Mirror
Arrows Electro Wizard Mega Knight
Witch
Skeletons Electro Wizard Mega Knight
Electro Giant
Electro Wizard
Skeletons Wizard Mirror Witch Mega Knight
Mega Knight
Arrows Wizard Mirror Witch Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Wizard Electro Wizard
Skeletons Witch Electro Wizard Mega Knight
Witch Mega Knight Skeletons Electro Wizard
Witch Skeletons Electro Wizard Mega Knight
Arrows Mega Knight
Arrows Skeletons Electro Wizard Mega Knight
Electro Wizard Arrows Wizard Witch
Arrows Electro Giant Electro Wizard Mega Knight
Witch Skeletons
Skeletons Electro Wizard Mega Knight
Witch Electro Wizard Skeletons Arrows Wizard Electro Giant Mega Knight
Arrows Wizard Witch Electro Wizard
Mega Knight Skeletons Wizard Witch Electro Wizard
Wizard Mega Knight Arrows Witch Electro Wizard
Electro Wizard Mega Knight
Electro Giant Electro Wizard Mega Knight
Wizard Mega Knight Skeletons Arrows Witch Electro Wizard
Arrows Mega Knight Wizard Witch Electro Wizard
Arrows Wizard Witch Electro Wizard Mega Knight
Electro Wizard
Wizard Mega Knight Arrows Witch Electro Giant Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Mega Knight Skeletons Witch Electro Giant Electro Wizard
Electro Wizard Arrows Wizard Mega Knight
Mega Knight Skeletons Witch Electro Wizard
Mega Knight Electro Wizard
Skeletons Witch Mega Knight
Arrows Wizard Electro Giant Skeletons Witch Electro Wizard
Skeletons Witch Electro Wizard
Mega Knight
Electro Wizard Mega Knight Skeletons Witch
Witch Skeletons
Mega Knight Witch
Mega Knight Arrows Electro Giant Electro Wizard
Mega Knight Skeletons Wizard Witch
Wizard Witch Electro Giant Mega Knight
Witch Electro Giant Electro Wizard Skeletons
Arrows Mega Knight Wizard Witch Electro Giant Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows
Arrows Electro Wizard
Arrows
Arrows
Wizard Arrows Mega Knight
Arrows Wizard Electro Giant Witch
Arrows Wizard Witch
Arrows Wizard
Arrows Wizard
Electro Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard Witch
Arrows Wizard Mega Knight
Arrows
Arrows Wizard Electro Wizard Mega Knight
Arrows Wizard Witch Electro Giant Mega Knight
Mega Knight
Arrows Wizard
Arrows
Arrows Electro Giant Wizard Witch Mega Knight
Witch
Arrows Wizard Witch Electro Wizard
Arrows Wizard Witch Mega Knight
Arrows
Arrows Wizard Witch Electro Giant Electro Wizard
Electro Wizard Wizard Witch Electro Giant
Arrows Wizard Mega Knight
Arrows Electro Wizard
Mega Knight
Arrows Wizard
Electro Wizard Witch
Arrows Wizard Witch Electro Wizard
Arrows
Wizard Electro Wizard Mega Knight
Arrows Wizard
Arrows Electro Giant
Mega Knight
Electro Giant Witch Electro Wizard
Witch Electro Wizard
Witch Electro Giant Electro Wizard Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: